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Mentat7
04-25-2003, 04:28 AM
Something I have been working on...off and on...this past week. This began life as a ZSphere object in ZBrush. I skinned it using Adaptive Skinning and edited the mesh then imported it into C4D where I began tweaking it. I have begun working on gear but I think I really hate that helmet. I am majorly going to reconsider that. Ultimately I will create all the textures in ZBrush and finish up in C4D. Right now there are no textures...everything is procedural materials and shaders. There are a few flaws in the polys that need fixing at which point I will try some basic rigging. The model as is stands at about 30K polys. So far it is "eh ... so so..." but hopefully it will get better. :) Cheers!

http://myweb.cableone.net/ljsargent/CGT/TrogA.jpg

http://myweb.cableone.net/ljsargent/CGT/TrogB.jpg

http://myweb.cableone.net/ljsargent/CGT/TrogC.jpg

ndat
04-25-2003, 05:02 AM
Wow... Just Wow... That’s great, I don’t know much about z-brush, but your models definitely make me want it. Some critz would be the lack of eyes, I think eyes are really influential in defining the character of a model. Also I think the shield looks a bit small to do any good, but that could just be the angle...

Oh also there is a really good eye texture made by squid in the resource mini-thread/forum that could be used. And damn man I’ve looked at some of your other models, yeah Wow again :)...

dandavis
04-25-2003, 05:07 AM
That's a very interesting way of modeling. Was it difficult to learn? I've seen some amazing things done with zBrush. Your gallery at 'rosity is a knockout. Looking forward to seeing the final result

KINGOFPAIN
04-25-2003, 05:08 AM
thats real sweet dood... i like it alot!:thumbsup:

LucentDreams
04-25-2003, 09:08 AM
man if this was in the WIP thread I'd be tempted to plugit, I really recommend you post this in there rather than hiding it in the C4D forum.

squidinc
04-25-2003, 09:10 AM
thats done it, seeing your killer rabbit and now this made with z-spheres, I'm getting z-brush, does it have good tutorials? :applause: :thumbsup: :buttrock: :eek:

adaptive skinning? does that mean its like a low poly smoothed cage? which you imported and then put in a hypernurb object?

( your gallery kicks ass by the way, the only excellent zbrush stuff I've seen on renderosity :thumbsup: )

Mentat7
04-25-2003, 12:42 PM
ndat: Thanks. I do have eyes in the works. I am making a custom eye map and I have been researching different methods of making eyeballs etc in C4D. My eye method when using ZBrush is very different than what the norm is for C4d or any other traditional 3d app. Oh and the shield is actually a buckler and is supposed to be small...he will have possible one or two more of them on other arms plus some other gear designed to protect vital areas etc.

dandavis: Thanks dude. I've been using ZBrush for about a year and a half now. True it has a very unique approach to things but if you put a little time into it and read the new manuals, read through the Quicklinks on ZBC you can pick it up rather fast. It will redifine how you think about 3d modeling. And a word of warning....it is very very very addictive!!

KINGOFPAIN: Thanks! Much appreciated.

Kaiskai: I might just do that when I get home tonight...and perhaps have added a few more things. :)

squidinc: :blush: You should check out Glen Southern, Stevie Rae Townsedn, Olivier LeDiscott, Marcel Laverdett, and Ken Brilliant (just a few ZBrush artists)....you may already be familiar with Grub who is a CGT frequenter. He too is a ZBrush artist. There are a lot of galleries located in the Galleries section of www.zbrush.com As far as tutorials go there is a TON of information available at http://www.pixolator.com/zbc-bin/ultimatebb.cgi Everything from entry level stuff to advanced applications of ZBrush. There are new Quick Reference Cards as well as a new manual now available. Tons of info! Zbrush can make mainly three types of skins. One is from 3d primitives...they have their own inherent geometry. The second is an Adaptive skin which is a "low-poly" skinning process. You can skin a ZSphere with one of four density settings....each setting gives you a greater poly count. Smoothing is not initially activated...you do that after skinning in the TOOLS pallet. The third method is Unified Skinning...you can use this on any 3d object to give it a high density high poly-count mesh. I think the limit is around 260K polys or so. There are no "hypernurb" objects within ZBrush. Everything is done on the fly and through specific tool modifiers. The approach is to make things easy to access so the user can create quickly and without having to think hard about it. Of course there are many tweaks in ZB that can be utilized by more advanced users if they so wish. If you are interested in it you should try out the demo. And if you want to visit ZBrush Central just drop me a line and I can give you some links to start out with. Cheers!

squidinc
04-25-2003, 01:46 PM
just had a look at the demo, those z-spheres look incredibly powerful, would make a nice complement to c4d

flingster
04-25-2003, 01:49 PM
whos been a busy then! well thats friggin cool...really like it.
second zbrush image we've seen in here in last couple of days and they both rocked. i heard the interface is a real pain in the ass to get used to? is this right? but you can't complain about the results...my only comment would be its elbows seem to thin to hold all that weight..love the textures already.
:thumbsup: :thumbsup:

dandavis
04-25-2003, 02:32 PM
Well, it's a really inovative approach, that's for sure, all the guys here at work are pretty impressed too (Dan scurries off to download the demo) :bounce: :applause: :bounce:

squidinc
04-25-2003, 03:21 PM
if c4d had something similar to z-spheres, modelling would be sooooooooo fast :applause: :bounce: , does z-brush do the way view thing, persp, left, right etc?

flingster
04-25-2003, 03:56 PM
i just been on the site..for demo and there is some sort of zscript that give it quad views or something like that.
reminds me of meta balls...on acid!!! v cool.

Mentat7
04-25-2003, 05:12 PM
There is only one view in ZBRush but as Flingster said there is a ZScript called QuadQuick that provides multiple views. The main reason you do not need the multi views in ZBrush is that you can move, rotate, constrain rotate etc easily with the mouse. Very smooth...very fast....you don't wait forever for the screen to update.

Mentat7
04-26-2003, 05:35 PM
Ok here is an update. I made a helmet more to my liking but may change it yet again. Added the first eye (eyemap was created in ZBrush) and placed another buckler. One thing I have learned...it is damn hard to model form fitting pieces say like a buckle or girdle and fit it just right. I tried using polys from the waist of the creature but did not like the results. Does anyone have any tips on how to do this effectively?? I will post this on the WIP forum shortly.

http://myweb.cableone.net/ljsargent/CGT/TrogD.jpg

JIII
04-26-2003, 05:40 PM
This is turning out to be fricking sweet man.

One thing you can do to make a good bell buckle is to make the first part and then use polys from the first part to model the second peice. that way it all fits together.

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